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[LE] Trouble loading multiple mods to build a patch in CK


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Hi all,

 

I'm having a really annoying problem with Creation Kit which I can't find any information on.

 

So I am currently making a fairly small patch for Legacy of the Dragonborn and Falskaar. In which it will add the LOTD Dig Sites to Falskaar dungeon locations and make the Dev Aveza airship capable of travelling to selected places in Falskaar. (Mainly a quality of life for me, but I intend to release it).

 

Before I loaded into CK I have ESM-ifyed LOTD and Falskaar is already an ESM.

 

On loading Falskaar's changes appear in the render window but Legacy's do not. I've also noticed that on saving the plugin, all my object placements from before I loaded get wiped.

 

At the moment I am making 1 change, saving, merging with old plugin via merge plugins and repeating but there has to be a better way.

 

Am I doing something wrong?

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That's funny I was considering doing that exact thing lol.

 

I've never had any issues loading up the CK with multiple masters like that. It must have something to do with Falskaar being an ESM. You might try and copy it to an ESP, then set the ESM-fy flag on it. Just make sure that when you load Falskaar and Legacy that neither are marked as active obviously, and then save your new plugin right after loading.

 

The only hiccup I have experienced is if you accidentally open it all back up again and forget to ESM-fy and then save, it will throw all the master reference ID's off by 1 load slot requiring manual changing in xEdit, but that obviously isn't the issue you are dealing with here. I'd suspect the ESM status is the culprit.

 

After you make your changes, you then just use Wrye Bash to change the master from Falskaar.esp to Falskaar.esm

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That's funny I was considering doing that exact thing lol.

 

I've never had any issues loading up the CK with multiple masters like that. It must have something to do with Falskaar being an ESM. You might try and copy it to an ESP, then set the ESM-fy flag on it. Just make sure that when you load Falskaar and Legacy that neither are marked as active obviously, and then save your new plugin right after loading.

 

The only hiccup I have experienced is if you accidentally open it all back up again and forget to ESM-fy and then save, it will throw all the master reference ID's off by 1 load slot requiring manual changing in xEdit, but that obviously isn't the issue you are dealing with here. I'd suspect the ESM status is the culprit.

 

After you make your changes, you then just use Wrye Bash to change the master from Falskaar.esp to Falskaar.esm

 

Yeah it's got to be something to do with Falskaar or it's ESM status - saying that I tableflipped at Falskaar and current am nearly done with The Gray Cowl, which is also an ESM and it's not giving me any jip... really can't think of why.

 

My Falskaar version is almost done, but as my changes disappear when loading the plugin I can't correct a derpy mistake I made (I set a Nordic digsite to give Dwemer fragments).

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Found the solution thanks to a redditor.

 

Basically LOTD, USLEEP and all the vanilla masters are too many statics for CK to handle.

 

I got around this by deleting some statics in a modified ESP (in this case, most of LOTD's gallery cells) to free up some slots. As those statics aren't used by my patch it works fine to use the proper ESP on loading into game.

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